Masaki Oshita

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This paper presents a dynamic motion control technique for human-like articulated figures in a physically based character animation system. This method controls a figure such that the figure tracks input motion specified by a user. When environmental physical input such as an external force or a collision impulse are applied to the figure, this method(More)
Creating long motion sequences is a time-consuming task even when motion capture equipment or motion editing tools are used. In this paper, we propose a system for creating a long motion sequence by combining elementary motion clips. The user is asked to first input motions on a timeline. The system then automatically generates a continuous and natural(More)
In this paper, we propose an automatic learning method for gesture recognition. We combine two different pattern recognition techniques: the Self-Organizing Map (SOM) and Support Vector Machine (SVM). First, we apply the SOM to divide the sample data into phases and construct a state machine. Next, we apply the SVM to learn the transition conditions between(More)
In this paper, we present a novel technique for real-time cloth simulation. The method combines dynamic simulation and geometric techniques. Only a small number of particles (a few hundred at maximum) are controlled using dynamic simulation to simulate global cloth behaviors such as waving and bending. The cloth surface is then smoothed based on the elastic(More)
In this paper, we propose a novel interface for controlling crowd animation. Crowd animation is widely used in movie production and computer games. However, to make an intended crowd animation, a lot of agent model parameters have to be tuned through trial and error. Our method estimates crowd parameters based on a few example paths given by a user through(More)
Figure 1: Examples of stroke-based motion control. Input strokes (above) and generated motions (below). (a) A stroke from the hand to the other character. (b) A stroke from the prop to the hand. (c) A stroke from the held prop to the head. (d) A stroke from the character to a target point on the ground. Abstract We present a novel interface for interactive(More)
This paper presents a motion-capture-based control framework for third-person view virtual reality applications. Using motion capture devices, a user can directly control the full body motion of an avatar in virtual environments. In addition, using a third-person view, in which the user watches himself as an avatar on the screen, the user can sense his own(More)
We propose a multi-touch interface for character motion control with which a user can control a character's pose freely and make the character perform various actions by simply dragging the character's body parts using a multi-touch input device. We use style-based inverse kinematics to synthesize a natural-looking pose that satisfies given constraints(More)